Kelpie

Kelpie

A beautiful human female with long, flowing dark hair, emerald eyes, and milky-white skin sits nearby. She is cloaked in a robe of green seaweed.

Kelpie

XP 200 ()

NE Medium

Initiative +2


DEFENSE

AC 12

hp: 27 (5d8 + 5)

Resistance: Fire damage


OFFENSE

Speed: 20 ft., swim 30 ft.

Melee Attack—Claws: +4 to hit (reach 5 ft.; one creature). Hit: 1d6 + 2 slashing damage and a humanoid target must make a successful DC 13 Wis saving throw or be charmed by the kelpie. The effect is the same as the kelpie’s charm ability (see below), but a humanoid charmed by this attack can repeat the saving throw at the end of each of its turns; the charm is broken by a successful save. Charming from the claw attack is unlimited.


STATISTICS

Str 13 (+1), Dex 14 (+2), Con 12 (+1),

Int 8 (–1), Wis 13 (+1), Cha 17 (+3)

Languages: Common, Sylvan, telepathy

Skills: Deception +5, Persuasion +5

Senses: Darkvision 60 ft.


TRAITS

Amphibious: A kelpie can breathe equally well in air or underwater.

Charm (1/day): As an action, a kelpie can force a humanoid who can see the kelpie or hear her voice to make a DC 13 Wis saving throw. If the save succeeds, the creature is immune to kelpie charm for 24 hours. If the save fails, the victim is charmed by the kelpie for 24 hours (the saving throw is not repeated each round, as it is with the kelpie’s claw attack). A charmed creature perceives the kelpie as a beautiful and alluring creature and wants nothing more than to sit adoringly by its side, even if that means diving underwater and staying there forever. The charm is broken if the kelpie is killed or knocked unconscious, or if dispel magic, lesser restoration, or comparable magic is used on the charmed creature.

Reshape Form: A kelpie can assume four different physical forms. The first is simply a mass of tangled seaweed. The second is a female of any Small or Medium humanoid race, or a semihuman form in which she appears as a person from the waist up but from the hips down, she is still a tangle of seaweed. The third form is a hippocampus (see that entry). The fourth form is a Large horse. In each form, the kelpie retains all of her special abilities. Kelpies do not polymorph as true shapechangers do, they simply reshape the seaweed of their bodies. In all of her forms, a kelpie’s flesh or fur has a greenish cast and her features are slightly distorted, but this distortion is usually perceived as a strikingly beautiful exoticness. A nearby observer can spot the true nature of the creature with a successful DC 13 Wis (Perception) check, provided they’re suspicious in the first place and are not charmed.

Telepathy: A kelpie can communicate telepathically to a range of 1 mile with any creature she’s touched who is not immune to her charm.


ECOLOGY

Environment: Any

Organization: Solitary or bed (2–5)

In their true form, kelpies are indistinguishable from seaweed. They live in saltwater and freshwater, lakes and swamps, flowing water and stagnated pools. Sages and scholars believe kelpies were created by an evil water goddess or an unusually powerful elemental entity.

In her human guise, a kelpie appears as a beautiful woman of any humanoid race, with flowing dark hair, emerald eyes, and soft, pale skin with a slight greenish tint. She is cloaked in robes of seaweed or wears nothing at all, and has normal humanoid limbs. Kelpies can pose as merfolk if they stay in the water so their legs are hidden.

Kelpies enjoy luring people to a drowning death. They lie in wait along regular shipping lanes or the banks of rivers and lakes. When a vessel or a shore party approaches, they reshape themselves as women and begin acting as if they’re drowning, or floating unconscious on a piece of wreckage from a lost ship. If the ruse is not detected and observers come to their aid, they try to charm their rescuers. Kelpies aren’t interested in fighting to the death; their method is to charm a few victims, lure them into the water, then dive and swim down into deep water while their victims swim down after them and drown.